Game design workshop: a playcentric approach to creating innovative games

Game Design Workshop puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. These skills will provide the foundation for your career in any facet of the game industry including design, producing, programming, and visual design.

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Bibliographic Details
Main Author: Fullerton, Tracy 1965- (Author)
Format: Electronic eBook
Language:English
Published: Boca Raton ; London ; New York CRC Press, Taylor & Francis Group 2024
Edition:Fifth edition
Series:An A K Peters book
Subjects:
Online Access:DE-1049
DE-91
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Summary:Game Design Workshop puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. These skills will provide the foundation for your career in any facet of the game industry including design, producing, programming, and visual design.
Cover -- Endorsements Page -- Half Title -- Title Page -- Copyright Page -- Table of Contents -- Foreword -- Preface -- Acknowledgments -- Image Credits and Copyright Notices -- Introduction -- Part 1 Game Design Basics -- Chapter 1 The Role of the Game Designer -- An Advocate for the Player -- Playtesters -- Passions and Skills -- Communication -- Teamwork -- Process -- Inspiration -- Becoming a Better Player -- Creativity -- A Playcentric Design Process -- Setting Player Experience Goals -- Prototyping and Playtesting -- Designers You Should Know -- Iteration -- The Iterative Design Process -- Prototypes and Playtesting in the Industry -- Designing for Innovation -- Conclusion -- Designer Perspective: Christina Norman -- Designer Perspective: Warren Spector -- Further Reading -- End Notes -- Chapter 2 The Structure of Games -- Go Fish versus Quake -- Go Fish -- Quake -- Comparison -- Engaging the Player -- Challenge -- Play -- Premise -- What is a Puzzle? -- Character -- Story -- Dramatic Elements -- The Sum of the Parts -- Defining Games -- Beyond Definitions -- Conclusion -- Designer Perspective: Jane McGonigal -- Designer Perspective: Randy Smith -- Further Reading -- End Notes -- Chapter 3 Working with Formal Elements -- Players -- Invitation to Play -- Number of Players -- Roles of Players -- Player Interaction Patterns -- Persuasive Games -- Objectives -- Summary -- Procedures -- Connect Four -- Super Mario Bros -- Comparison -- System Procedures -- Defining Procedures -- Rules -- Rules Defining Objects and Concepts -- Rules Restricting Actions -- Rules Determining Effects -- Defining Rules -- Resources -- Lives -- Units -- Health -- Currency -- Actions -- Power-Ups -- Inventory -- Special Terrain -- Time -- Conflict -- Obstacles -- Opponents -- Dilemmas -- Boundaries -- The Mechanic is the Message -- Outcome -- Conclusion.
Item Description:Description based on publisher supplied metadata and other sources
Physical Description:1 Online-Ressource (XXX, 554 Seiten) Illustrationen
ISBN:9781003858447
9781003460268

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